I would love for something in the lines of this script for 3ds max:
http://vimeo.com/102691168
I think its something that a quality Houdini asset would do as good as if not better. Its something that benefits any scene and saves artists time.

Procedurally generate characters using tools similar to those found in The Sims, Saint's Row, makehuman.org and Mixamo's new "Fuse".
Body types can be generated by blending in different attributes, like sex, height, muscle & fat. Face structure can be customized using attributes like mouth width, eye spacing, forehead height, etc. However, customization tools can go beyond this by utilizing many of Houdini's built in tools.
Skeleton & generated mesh can be exported in formats that are compatable with packages and services like Unity or Maya.
Examples
MakeHuman (open source)
http://makehuman.org
SIMS - character creation walkthrough
https://www.youtube.com/watch?v=zPE00whn2VI
Mixamo's FUSE
https://www.youtube.com/watch?v=hSLe5_CQ9os

A useful Orbolt tool would be a utility that eases the import/export of sculpting data from a standalone application like ZBrush or Mudbox. It could transfer the base subdivision mesh and automate the process of aligning texture and displacement maps.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=33778

Would be nice to have an asset that allow multiple lighting setup at a single click with tools to chose the size and scale of the setup and containing many setup based on real life professional studio photography.

It is very common to see many TDs trying to optimize their collision meshes. Most people and new users tends to use only the Shelf tools to make collision geo, but in most cases the default settings are not enough either the SDF wont have enough res or wont cover the geo etc, Then we go the VDB way convert to VDB add the fields, connect it to the solver etc. Change the Volume to -1 all the other stuff.
What I am suggesting is to have a Tool that outputs an accurate representation of the Collision Geometry that would work on whatever solver is requesting it. With easy way to visualize it.

I'm sure many people have seen the cool work done by Freek Hoekstra and Mark Knoop ( source http://freekhoekstra.blogspot.co.at/2013/04/housebuilding-creator-toolset-demo.html ) - would really like to see this kind of asset on Orbolt.com
An asset where you have a basic polygon shape, defining the outer walls, with windows, inner walls and the furniture (all of course tweak-able and fully procedural).

There should be a crowd asset from Houdini pipeline. All available crowd plugins are not that handy of what Houdini based OTL will be.
There should be self collision with a path map and some controls for speed variation, motion offsets.
It needs support Houdini Engine for Maya.

An asset that would allow morphing between multiple geometry that have velocities/direction controlled by a particle system or spring node. Allowing something like paper or ash to morph into birds. Not easy I'm sure.

A procedural paint assets where you can paint brush strokes on surfaces or in the viewport that generate geometry based on preset settings. This can be used to make trees on ground, flowers, grass, hair, buildings or whatever you like. The idea is that the asset comes with a couple of good presets with customizable attributes but it should also be easy to create your own presets and share it with the community.

An asset that enables you to insert different values for parameters, and then it creates a playblast using them, which is them combined into one file. A good example is something like Pyro or Fluid settings, as you could look develop different values, and then see the results all at once in one video file.

Toolset for
1) creating virtual HDR Lightsetups similar to the Hdrlightstudio and
2) a smart asset for an HDR workflow, like SPI "localized HDR Lighting" (which is the extraction of very light areas of an HDR Image including the possibilty to position these extracted area lights localized in 3D scene)
A smart asset solution could enhance and add to the classical HDR workflow.

an autorig for the typical issues encountered in a bird rig asset, flexible enough to cover hummingbirds and ostriches. Slots for manually modeled flight feathers, IK/FK head and neck with manully determined number of control points, wing open/close poses that can be then tweaked so that they fit in pose.

A full package of physically accurate (energy conserving) procedural mantra materials would be great to have. Each material could have procedural displacement maps and parametric attributes in order to give artistic freedom and also be ready to use. It may contain woods, metals, plastics, organic surfaces, rough surfaces etc. I believe no other software package has such a backbone as houdini to achieve a procedural diversity in a material asset package.

I would like to have an asset to measure the world space between any two points. You should be able to toggle between inches, feet, meters etc. with a simple dropdown. Helps me gauge real world size. It could work very similarly to mayas distance tool.

Oculus End User License Agreement (EULA)

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The Editorial License Term of Use

The Author grants to Customer in respect of the Asset a non- exclusive, worldwide, license in any medium now known or hereinafter invented to: (a) reproduce, post, promote, license, sell, publicly perform, publicly display, digitally perform, or transmit for promotional and commercial purposes; (b) use any trademarks, service marks or trade names incorporated in the Asset in connection with Author material; and (c) use the name and likeness of any individuals represented in the Asset only in connection with Customer material. Customer may only use the Asset for legitimate, editorial purposes on some issue of journalistic, editorial, cultural or otherwise newsworthy value. Editorial uses include, without limitation, use of the Asset in a news program, news-related website, or news-related video media. These restrictions do not apply if Customer otherwise has all the intellectual property rights necessary for its intended use (such as a company purchasing its own products, authorized advertising agencies, or licensees). The burden is on the Customer to confirm that it has any rights outside of the editorial restrictions Customer understands and agrees that certain Assets may contain third party copyrighted or trademarked material and will require additional licensing, permissions, releases, or rights clearance for any non- editorial use. Customer and their legal advisors should consider this and obtain such rights, if necessary, before purchasing, downloading or using any Assets.